#SIMNATION Developer Feedback Project (Year 2)

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  • Kushmir
    MVP
    • Jun 2003
    • 2414

    #1

    #SIMNATION Developer Feedback Project (Year 2)

    OK guys,

    We're rebooting this for 2K20. Here's what 24th wrote last year:

    "This is the first year of a project where we will get our ideas and wishlists to the development team. Rather than have them spread throughout the internet, the goal is for this to become the guiding document for what we want from NBA2K.

    This thread is for documenting any ideas you have. Please include detailed descriptions, videos, images etc. They can be in gameplay, art direction, any of the modes, menus etc.

    Readers and lurkers, please like the ideas you think would work best."

    A few community members will get together and sort out the best ideas and get them onto a document which will be passed on to the dev team.

    We want this to become the main channel between the sim community, and the devs. Your enthusiasm and constructive feedback will drive it.
    NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.
  • joepatowski
    Rookie
    • Aug 2017
    • 249

    #2
    Re: #SIMNATION Developer Feedback Project (Year 2)

    I’m going to start. This has been the BEST gameplay 2k. Everything feels so much smoother. Defense feels better. Blocks feel better. Just overall, when I pick up the game, I don’t want to stop.

    The ONLY issues I have is the darn bugs man. Team options broken, contract extensions in MLO broken and the disconnects will drive you insane.

    Once they get those bugs figured out, this could possibly be the best 2k. Ever. I know that’s a big statement, but that’s just how the gameplay feels.


    Sent from my iPhone using Tapatalk

    Comment

    • lv2bll
      Pro
      • Mar 2009
      • 662

      #3
      Re: #SIMNATION Developer Feedback Project (Year 2)

      All I say as a mainly offline player is if we could have our basic customization options back in mygm. Such as quarter times and custom rosters and classes. I have played with many of the new additions suck as the skill tree and the AP and relationship system and I like those but I don't think many people really care for leaderboards and how that restricts the mode so darn much. We want our sim mode with the rpg elements built in

      Sent from my GM1915 using Tapatalk
      Live, Love, Learn
      and Play Basketball
      I live in a word where I give respect to get it back.
      I'm not owed anything by anyone.

      Comment

      • RyanFitzmagic
        MVP
        • Oct 2011
        • 1959

        #4
        Re: #SIMNATION Developer Feedback Project (Year 2)

        The AI doesn't sub out based on foul trouble this year, unfortunately, even on default rotations. I don't know if this can be patched or anything, but it kind of throws things off a little bit.

        Comment

        • HMcCoy
          All Star
          • Jan 2003
          • 8212

          #5
          Re: #SIMNATION Developer Feedback Project (Year 2)

          I would love to see the positional playcalling/positional pick request input moved to up on the d-pad. The shot feedback box isn't really in need of a hot key, is it? That seems like more of an option screen candidate to me. Do many people toggle it on or off during a game?

          I think removing an input from positional play calls would be a nice QOL item.
          Hank's Custom Collectibles 3D printer/painter extraordinaire

          Comment

          • Smirkin Dirk
            All Star
            • Oct 2008
            • 5180

            #6
            Re: #SIMNATION Developer Feedback Project (Year 2)

            1. Add a lumbering big movement style. Make them slower when running in straight lines (they are too fast), reduce their jump height, get rid of animations that make them seem more athletic (their generic lay up animations can get their wrist above the rim) and get them out of 2 player animations against fast players than make them move at super speed.

            2. Put work into sig shots. Generally speaking, they look nothing like how their real life counterparts shoot. It's fine for offliners, but onliners have no choice.
            2022 'Plug and play' sim roster (XBX)

            Comment

            • Kushmir
              MVP
              • Jun 2003
              • 2414

              #7
              Re: #SIMNATION Developer Feedback Project (Year 2)

              I'm primarily a PNO player and Legacy Issues (and a few new ones) plagued H2H play:

              *Post Plays vanished from our playbooks and we still have ZERO explanation.*

              Speaking of playbooks, play-calling has a bug where positional plays simply wont start sometimes. The user has to recycle and start over....all while avoiding steal spam:

              <iframe width="560" height="315" src="https://www.youtube.com/embed/6iDnOrwkBxQ" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              Tight game 4th quarter and our plays don't work up against a 24 second shot clock? YIKES.

              Zones became the meta because of the perfect storm of our players lining up 3ft behind the line, OPEN SHOTS not falling at a high enough rate, passing lane steals/deflections making zones better than they are AND the lack of clean catches--which was especially embarrassing considering CHEESERS can throw full-court passes GALORE and catch the ball in stride with no issues. Zones? As the default NBA defense? That's about as inauthentic as they come:

              <iframe width="560" height="315" src="https://www.youtube.com/embed/guOZfSsWj10" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/FXjd2TRF81g" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              Zones simply can't exist without their real-life weaknesses (Open Shots, Passing, Dribble Penetration and Offensive Rebounds) and they certainly can't be a thing with passing lane steals being as broken as they are.

              Freeing up movement by removing much of the bumping on defense was a welcome addition. The game flows better--but the offense has to be required to go around the defense--not THROUGH them. Its a 2K18 reboot where offensive players can turbo into defenders because Charges are so rare and there's no penalty for willfully colliding with defenders. Puzzling because we literally just did this gameplay two years ago and it was horrible. Too often these collisions result in defensive fouls because of high Draw Foul ratings--which just adds insult to injury. Gameplay like this simply can't be a thing:

              <iframe width="560" height="315" src="https://www.youtube.com/embed/3WU68r6TSW8" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/AqO4OBlm7ns" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/fmc5SbNzzZY" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              Where are the redirects where dribblers still have freedom of movement but are shaded away from the basket? Right now users on offense can turbo into the defense right to the rim:

              <iframe width="560" height="315" src="https://www.youtube.com/embed/zQownVpp8Rk" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/JS6mBZgqY-0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/nQZ_87EpAQg" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              There HAS to be a downside for colliding with defenders. We need to see more Dribble Pickups, Loose Balls and yes, Charges from collisions initiated by offensive players. NOTE: Charges can't be dependent on defensive input, they need to organically take place if users insist on turboing into defenders. 2K17 did a great job with this:

              <iframe width="560" height="315" src="https://www.youtube.com/embed/Nt4e0F6tcZ4" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/JVjwPcyL1Fo" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/0MZ7j3HVAEM" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              In that same vein the game has to be able to determine when the defense initiates a collision and deliver consequences. Blocking Fouls have to make their return 1) They do a good job displaying perimeter mismatches w/o solely resorting to blow-bys 2) Good and solid defenders should use them instead of the bail-out tackles we see much too frequently when an offensive player gets free.

              3) Lets end the practice where the defense can impede movement like this w/o getting whistled for a blocking foul:

              <iframe width="560" height="315" src="https://www.youtube.com/embed/4kF42wwvXY8" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              Users can't impede movement this much and not get whistled. The defense gains too big an advantage.

              <iframe width="560" height="315" src="https://www.youtube.com/embed/cMvWVJDWbVU" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              Also, countering the other user should be the basis for balance/success in H2H. Gameplay that doesn't foster this has to be phased out. Case in point guys are still getting fooled on blocks to no avail. These should be an automatic foul or loss of defensive position:

              <iframe width="560" height="315" src="https://www.youtube.com/embed/KlzogXhmkis" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/YPodeQLXO9k" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              <iframe width="560" height="315" src="https://www.youtube.com/embed/7_E2TBf3Vow" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

              This especially affects post players--ignoring blatant fouls takes away their value.
              Last edited by Kushmir; 10-11-2019, 12:06 PM.
              NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

              Comment

              • jfsolo
                Live Action, please?
                • May 2003
                • 12965

                #8
                Re: #SIMNATION Developer Feedback Project (Year 2)

                Originally posted by Smirkin Dirk
                1. Add a lumbering big movement style. Make them slower when running in straight lines (they are too fast), reduce their jump height, get rid of animations that make them seem more athletic (their generic lay up animations can get their wrist above the rim) and get them out of 2 player animations against fast players than make them move at super speed.

                2. Put work into sig shots. Generally speaking, they look nothing like how their real life counterparts shoot. It's fine for offliners, but onliners have no choice.
                Number one is huge, fixing it would put the offline(I'm afraid sadly that they won't change it for the online folks) game so much closer to how the real NBA game plays/flows. It also would ameliorate many of the rebounds that those bigs get in the game that they don't have the athleticism to get in real life.
                Jordan Mychal Lemos
                @crypticjordan

                Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

                Do the same thing tomorrow. And the next. Now do it forever.

                Comment

                • jk31
                  MVP
                  • Sep 2014
                  • 2665

                  #9
                  Re: #SIMNATION Developer Feedback Project (Year 2)

                  i would love to have the ability to disable perfect Releases equaling 100% makes, both in offline and in Myleague online Play.
                  besides, i like the game play very much compared to the last few years. especially how you are able to read the defense while penetrating and keeping full control over your movement. if you read it right, you can find holes that havent been There before, if you dont, the D will stop you.

                  Comment

                  • MrWrestling3
                    MVP
                    • May 2015
                    • 1146

                    #10
                    Re: #SIMNATION Developer Feedback Project (Year 2)

                    Originally posted by RyanFitzmagic
                    The AI doesn't sub out based on foul trouble this year, unfortunately, even on default rotations. I don't know if this can be patched or anything, but it kind of throws things off a little bit.
                    I second this,going at foul prone players to get them into foul trouble (and off the floor) is a real NBA strategy and should be better represented.

                    Originally posted by Smirkin Dirk
                    1. Add a lumbering big movement style. Make them slower when running in straight lines (they are too fast), reduce their jump height, get rid of animations that make them seem more athletic (their generic lay up animations can get their wrist above the rim) and get them out of 2 player animations against fast players than make them move at super speed.
                    Also agreed, I would say as players get above a certain weight(in relation to their height) they should become increasingly less mobile than what they are currently.In a similar vein, I would also say that as players get to the taller heights the running animations should change to put more emphasis on stride length.

                    On to my own additions:

                    -Better weight/strength detection.Large strong players are too easy to force and/or slide out of position.

                    -Better implemented offensive fouls.Currently too much leeway is given to ball handlers who play out of control.

                    -Better recognition of player positioning when determining contests.If I go to a reverse layup and use my own body plus the rim to shield the ball, a defender standing a step behind me on the other side of the cup should not be registering as a 90%+ contest.

                    -Badges should be reworked such that high level badges and badge combos are less game breaking.The focus should be on smart basketball, not what badge combos players have.

                    ADDENDUM: Adding one more item I neglected to mention earlier...

                    -Implement the option to play the various modes in Simulation Style(i.e. A roster with no badges and sliders specifically tuned to replicate NBA stats/ playstyle). Other competitive games have featured similar "Hardcore" type modes for years now, why not allow a similar option in 2k? Depending on how far you want to go with it, you could even implement options for various rules sets/play styles from different eras of basketball.
                    Last edited by MrWrestling3; 09-20-2019, 06:30 PM.

                    Comment

                    • zhouprodigy92
                      Rookie
                      • Sep 2019
                      • 202

                      #11
                      Re: #SIMNATION Developer Feedback Project (Year 2)

                      On offense, it's a bit better, but there needs to be some more awareness for our AI teammates on where they are, especially when the other team gets into a zone defense. I'm having games where my teammates are standing 3 feet behind the 3 point line at the wing while I'm getting double/triple-teamed, as can be seen here:



                      On both of my possessions, you can see Patty on the Right wing, way out of position with nobody guarding him either time. I few quick swings of the pass, and I have 2 wide open 3s with a good 3 point shooter, in his hot zone. An offensive player should never be standing that far back from the three point line (at least, unless you're on the Warriors). These guys think they have limitless range or something.

                      Comment

                      • Kushmir
                        MVP
                        • Jun 2003
                        • 2414

                        #12
                        Re: #SIMNATION Developer Feedback Project (Year 2)

                        Originally posted by zhouprodigy92
                        On offense, it's a bit better, but there needs to be some more awareness for our AI teammates on where they are, especially when the other team gets into a zone defense.

                        An offensive player should never be standing that far back from the three point line (at least, unless you're on the Warriors). These guys think they have limitless range or something.
                        It happens too often. Horford a good floor spacer, simply isn't ready to shoot here:

                        <iframe width="560" height="315" src="https://www.youtube.com/embed/f38R3hPjQlc" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
                        NOTE: Any and ALL of my suggestions are specifically and only related to Play Now Online.

                        Comment

                        • Comduklakis
                          MVP
                          • Oct 2005
                          • 1887

                          #13
                          Re: #SIMNATION Developer Feedback Project (Year 2)

                          Originally posted by RyanFitzmagic
                          The AI doesn't sub out based on foul trouble this year, unfortunately, even on default rotations. I don't know if this can be patched or anything, but it kind of throws things off a little bit.
                          they never have
                          http://www.operationsports.com/forum...y-cant-we.html

                          http://www.operationsports.com/forum...ow-2012-a.html

                          Comment

                          • RyanFitzmagic
                            MVP
                            • Oct 2011
                            • 1959

                            #14
                            Re: #SIMNATION Developer Feedback Project (Year 2)

                            Originally posted by Comduklakis
                            they never have
                            That's definitely not true. I remember seeing it in past 2Ks, and I actually saw it last night testing default rosters on Superstar default. So I was actually mistaken.

                            Comment

                            • Comduklakis
                              MVP
                              • Oct 2005
                              • 1887

                              #15
                              Re: #SIMNATION Developer Feedback Project (Year 2)

                              Originally posted by RyanFitzmagic
                              That's definitely not true. I remember seeing it in past 2Ks, and I actually saw it last night testing default rosters on Superstar default. So I was actually mistaken.
                              I've played every game for years and year after year the CPU fails to take players out of the game at 3 fouls in the 1st half and 4 fouls in the 3rd quarter. It's been an issue for years and threads usually pop up each year.

                              I played 5 games and in two of them Dedmon and Mitchell Robinson got 4 1st half fouls and fouled out in the early 4th quarter.

                              I've been complaining about this very issue for years. It's not new and it's not fixed.
                              http://www.operationsports.com/forum...y-cant-we.html

                              http://www.operationsports.com/forum...ow-2012-a.html

                              Comment

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